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Чит-файл для Daemonsgate


 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Imagitec Design
Издатель:Imagitec Design

Даты выхода игры

вышла в 1993 г.

Solution [ENG]

Информация актуальна для
     You  must  talk  to the people on your own. This is to provide an outline
for  the  story,  but  you  won't have the complete picture unless you talk to
people  yourself. Despite that most people are generic, the innkeepers tend to
be more knowledgable.

     Remember,  that  even  though you can probably skip through some parts of
the  game, things are event driven. Meaning certain things and people won't be
in  certain  locations  unless something gets accomplished first. For example,
Abdula won't be in Morgan unt il you chase him off Barchetta.

     You start the game off at the "Pigge and Ballbearing" inn in the besieged
city of Tormis. Look around you and talk to the several characters in the inn.
You  should  pick up two companions here, Anvil and Jeremiah. Both of them are
excellent  fighters. It i  s also suggested that you rest here, and bring your
primary  weapons  skills to the max. Also, at the first opportunity teach (and
bring  up to the master level) Gustavus the skill of lock picking. You will be
doing  a  lot  of  that  in  the  game,  and it will fr  ee up your party from
dragging  an  otherwise  useless  thief  along.  You  should  also  locate the
Mercenary  Guild  in Tormis. Go there, and pick up Dark Sky (awesome fighter),
and  Cyless.  You  can  also  pick up Grom and Grim, the two thieves, but they
generally  s  uck. Its a good idea to ask someone about inns, to get names and
relative  locations of all the city's inns. PART I: TORMIS  Your mission is to
get  the  hell  out  of  Tormis.  Not  an  easy  task  considering the city is
surrounded  by  Daemonic  Hordes  (TM), and you cannot just walk out the front
gates.  You should walk around and ask about Thieves or Thieve's Guild (a good
idea  is  to as  k a guard or a jailor or any other "government" figure) until
you  get the message that you should go find Moll in the "Harvester of Sorrow"
inn.  Go  there and find Moll. Ask her about the Thieve's Guild. She will tell
you  to wait till midnight the next da  y. Just buy lodgings and rest till the
appropriate  time  (anywhere  past  the midnight of the next day is fine, Moll
will wait for you), talk to Moll again. Follow her a few blocks north, and she
will  take  you to the current leader of the Thieve's Guild. Th  e leader will
tell  you  that one Travis Sewer breath, is being held in a city jail, and you
gotta spring him. Go to the sewers beneath the Thieve's Guild and take them to
the  city  jail.  You will have to fight a few guards, but they are quite easy
(don't  f orget to take the guard's weapons for some $$$), free Travis. Travis
will tell you to meet him at the "Harvester of Sorrow". Meet him there, and he
will  tell you that he wants you to get Heinze's ring off the current Thieve's
Guild  leader.  Go  to the Thieve's Guild and the leader will attack you. Kill
him,  collect  the ring, go to Travis, give him the ring. Travis will give you
a key to a passage outside. You can also take Travis along if you want. He has
some  useful abilities, but he isn't much good in the long run. Go back to the
Thieve's  Guild,  go  downstairs, and head through the locked door in the west
part  of  the sewers. U  nlock the door and continue down the passage You will
make  it outside. You can revisit Tormis as often as you want. Now you have to
start  heading for Attiea, which is to the far north west of Tormis. Also, you
might  as  well buy some Black Blower Ale from the "Dark horse Brewery" as you
shall  need it later on. PART II: ATTIEA  Now, that you arrived in Attiea, ask
around  about  Elsopeans.  You will be told that there is one in the "Quaffing
Pig"  inn. This inn is right north of where you first enter the town. When you
go  to the inn, ask the owner or a barmaid about Elsopeans. They will tell you
that  he  is  gone  but  his  servant  Theodore Mcalstre is still around. Find
Theodore  in  the same inn, and ask him about Elsopeans. He will tell you that
his  master,  Alathon  has  been abducted by Hellast (the ruler of Attiea) and
that  only  the  W   arriors  of Light can help you. Ask him about Warriors of
Light,  and  he  will  tell you a key phrase Incontinence. Go to the "Laughing
Heretic"  inn,  which is on the east side of the main road leading through the
walled  part of Attiea. Talk to the barkeep ab  out Incontinence. He will tell
you  to  go to the leader of the Warriors of Light, through the fake wall by a
cuckoo  clock.  Talk  to  the  leader,  Francisco  Antonio, about Alathon, and
Hellast.  Leave  his  secret  room, and you will be captured by the Attiean se
cret  police.  They  will put you in a jail cell. In the jail cell pick up the
lock  picks  on the bed, use them to get out of your cell. Since you have been
stripped  of your possessions, find them; they should be all on a table in the
north  west  corner of th  e jail compound. Now, get out of the compound. Head
towards  the  north eastern part of the city, where Hellast's palace is. Enter
the  palace (note: just about everyone in the palace will attack you) and find
Hellast (he is in the south western part of the palace), kill him, and Alathon
will  teleport himself away, saying he will meet you at Jornuli Point. Now get
out  of  the city, and head for Dryleaf; a port city on the west coast, far to
the north of Attiea. PART III: JORNULI POINT  When you enter Dryleaf, find the
tavern,  which is located just east of the marketplace, and talk to the ship's
captain  there.  Pay them for a passage to Jornuli Point. Remember to click on
the  price  while conversing, to buy the passage. Leave Dryleaf, and board the
ship.  Note:  you  may  be attacked by several assassins on the way to Jornuli
Point.  When you arrive, in Jornuli, go to the scholar's hostel to the east of
the  main entrance, there you will find Alathon. Talk to him. He will tell you
to  obtain  hi  s master's notes from Tan-Eldorith in the far Elsopea. You can
also  see the dean of the scholars of Jornuli, he is in the most south eastern
building  in  the  city.  He  will  give  you  some  items, and he can provide
information on almost any subject. Prepare well for the journey ahead, for its
a  long  one.  PART  IV:  TAN-ELDORITH  You must venture far south. Preferably
hugging the east coast, move south until you find the city of Tan-Eldorith. In
the  centre  of  the city, on top of a tower is the Daemonsgate. You cannot do
anything  about  it just yet. The notes you seek are difficult to locate, they
are  in  the  Elsopean  Academy  of Magic building. It has a lot of pentagrams
drawn  on  the  ground. There is a large daemon sitting on top of the notes so
you  can't  see  them until you kill him. Get the notes and get out. Return to
Jornuli  Poi   nt. Go to where Alathon was staying, and talk to the maid about
him.  She  will  tell give you a note that will say he left for Trade Town. In
Trade  Town  you  can  also pick up Two edge, an awesome magic user. Return to
Dryleaf  and head north along the wester n coast until you come to Trade Town.
Alathon is in the inn in the very north eastern part of town. Give Alathon the
notes,  and  he  will tell you that you need to find out about a device called
"Matrix  Configuration". A set of 5 magical towers created by the Kzzir, which
when  activated  form  a  barrier, that would prevent daemons from reinforcing
their  armies  at  Tormis. If you activate the barrier, Alathon may be able to
help  you  shut  the  Daemonsgate.  Alathon also hints that you need to find a
mystical  cap ital of the creators of "Matrix Configuration" -The Yelda. Yelda
promises to hold the answers to how the "Matrix  Configuration" is operated. A
proper way to search for Yelda is to return to Jornuli Point and inquire about
Kzzir. That would yield information about one Roberto Zildar in Vorsai, who is
an  expert  on  the  subject.  You  can  skip that part, and move straigh t to
Vorsai-a  city  north of Tormis just west of the Sisters (mountain range north
of  Tormis). PART V: THE SEARCH FOR YELDA  Upon arriving in Vorsai, search out
Roberto  Zildar  (if you want, he is in the central library) and inquire about
Yelda.  He  will  tell you that a book called Examination of Elder Races is in
possession  of  Ludovic  Gruber. He lives in the eastern part of the town. You
can  also  pick  up  some  rumours  saying  that  Gruber  is  an experimenting
daemonologist.  When  you  go to Gruber's house you will find his diary, and a
book  called  Codex  Deamonicus  which when read can bestow Spirit Lore on the
reader.  NOTE:  If  you  examine  this  book,  you  will get information about
Holtsweig's  Staff.  This  is  a subplot and can be skipped. THE STAFF SUBPLOT
Ask  around  about the owner of the staff (Moebius Holtsweig) and you shall be
told that he was last seen at Sayville Town in the middle of the stumps (small
hills  that fill the centre of the continent) go there, and inquire about him.
You  will  be directed to his house, and therein you can pickup a rusty amulet
and  his  diary.  Read  the  diary  and it will tell you that he ventured to a
barrow, and never returned. Ask around for the location of the barrow, and you
will  be  told  its south ea  st of town. Go there (on the map it looks like a
clump  of  trees)  and  open  one of the tombs (only one opens) with the rusty
amulet.  Go  in,  and  you  will  have  to  fight a ghost prince and his ghost
cronies,  including the ghost of Moebius. After the fight you can retrieve his
staff,  which  can be used to banish daemons.  Now, you have to go to Gruber's
basement,  and as you go towards east, you will encounter a Daemon Lord - Lab.
He  is  very  powerful,  and  unless  you  have  a powerful weapon, such as an
Elemental  Sword,  you have to successfully run away on him. In the chamber  s
beyond,  you  will  find  the book. Upon its examination you will find that it
hints  Cooltag's Rest to be the location of Yelda. Go there (Cooltag's Rest is
in  the  middle of the stumps, slightly west). Once in Cooltag's you will find
out  from  people  that  t   he  mines are closed due to mysterious hauntings.
Gather gossip about an alleged affair between Francisca Whiplash and the mayor
of  the town. Confront the mayor with the information (you may have to talk to
him  a  few  times, and/or talk to his wife). He wi ll give you the key to the
mine.   Go to one of the warehouses near the mines, and retrieve one lubricant
and one lead weight. You can get the weights in the mayor's office, too. Enter
the  mines, go down to the third level (use the lift) of the mines, and in the
eastern part, you will fin  d Yelda through an illusionary wall (it is kind of
obvious,  though).  You  way will be blocked by a rusty door. In the inventory
screen,  use  the  lead weight and the lubricant on it. Go through and explore
till you find a book called Translation Notes. Ther ein, you will be told that
the  first temple of the "Matrix Configuration" is on the island of Scaeth. Go
to  Pestur's  Wake. (Pestur's Wake is on the eastern coast, in the north) PART
VI:  THE  FIRST  TEMPLE Once you go into Pestur's Wake, you should be met by a
messenger  from Councillor Pestur. He will want you to meet him in a "Broone's
Bane"  inn.  Go  there, and follow the messenger to Pestur. Ask the councillor
about  Scaeth. He will tell you that he wants you to do a mission for him, and
rescue  a  lost  diplomat  -  Hans  Middle  thorn.  He will tell you about the
situation  in  Essam  (on  Scaeth)  and  how  he  intends  to restore order by
completing  the  Wheel  of  Essam (which is in fact the Matrix Tablet-a device
neede  d to activate the temple) a piece of which is held by each of the three
main  gangs  on  Essam.  He  will now provide you with a piece of the Wheel of
Essam  (which is actually fake) and transportation to Scaeth. You will also be
told  that the diplomat was las  t in Hotel Essam. Take the ship, go to Essam.
Find  Hotel  Essam  (North  of  the central market), inquire about Hans Middle
thorn,  you  will  be  told  that he went for a meeting in "Spiting Camel" inn
(which  is  by  the southern docks). Go there ask about him, an  d you will be
told  he  met with Gray Stalkers, but was captured by someone else. Now, go to
the  Gray  Stalkers headquarters, and ask about him. They will tell you he was
captured  by  the  Assassins  Guild.  Go  to  the  Silver Garrote, and ask the
proprietor  abou   t  Hans. Pay for his release. Go upstairs, talk to Hans. He
will  meet  you at Gray Stalkers HQ. Go there, and you will be given 3 letters
to  be  taken  to  leaders  of  the other 3 gangs. Use the underground tunnels
beneath  the  Gray Stalkers HQ to visit the oth  er gangs HQ. Give the letters
to the messengers (the people that talk to you) and make sure you stick around
till they tell you that the message will be received. Once all 3 are delivered
go  back  to Hans, and he will to meet the leaders at the city grave  yard. Go
there,  find the leaders (in the north part of the graveyard) they will attack
you. Kill them, and collect their 3 pieces of the tablet. ( Hans will offer to
join  you  now,  let him in if you want). Now walk around and ask around about
the  Wheel  of  Essam  until someone mentions that the leader of Silver Talons
lost  a  piece.  Ask  about Silver Talons, and make sure that you get the name
Joolz  the  Blade before you leave Essam.  Leave Essam, find the temple on the
south  end  of  the  island  (its a small skull on the map) and tell the Jolly
Beardy  Man  that he is "Joolz the Blade". He will give you the real 4th piece
of  the tablet (the Bannar). Go to the top level of the temple and d rop all 4
pieces  on  the  top of the column (right in the centre of top level). Now the
temple  is  active,  and you will receive the location of the next one, on the
island  of  Garl  east  of  Anchor.  PART VII: THE SECOND TEMPLE  Go to Anchor
(which  is on the east coast, south of Pestur's Wake) and you will be met by a
messenger  that will ask you to come along to Lord Hooley. Follow him, and ask
Hooley  about  Garl.  He  will  ask  you  to  retrieve  3 items from Eloran. A
document,  a  coi   n  mould,  and a notebook belonging to Karlos Slumm. Go to
Eloran  (which  is south east of Anchor) and find the Foreign Offices building
(its  in  the  centre  of the town) and get the document from one of the desks
there.  Now  go  to  "The Prince" inn, and inquir e about coin moulds (you can
retrieve  one yourself, from the royal mint of Eloran but you may be forced to
a  fight)  and  someone will offer to get them for you for a price.  Pay them,
and meet that person in the south east corner of the town, outside the gate to
the  slave  pens.  You will get your mould. Now comes the hard part. Go to the
Eloran jail, and ask about Karlos Slumm, they will tell you he was transferred
to the sla  ve pens. Go to the slave pens, and (during the day) you can find a
guy  named  Theodore.  Ask  him  about Slumm, and he will tell you that he can
check  his  ledger  (for a price) do that and you will find out that one Peter
Helbar  bought  him.  Go  to  the  "Forgott  en Heroes" inn and ask the rumour
monger  Erwin  about  Peter.  He  will  tell you that he hangs around that inn
often. Find him, and ask him about Slumm. He will tell you that he gave him to
Joseph  Traal-a  slave  trader.  An alternate way to get the topic of Jo  seph
Traal  in your vocabulary is to go to "The Prince" and ask a girl named Ferrit
about  Peter  Helbar.  Either way, you must ask Ferrit about Joseph Traal. She
will  tell  you  that he went to Halfway with his slave caravan. Go there (its
located  between  Tor  mis and Eloran) and inquire about him in the local inn.
You  will be directed to Graybrook. Its a city on the west coast, barely north
of Tormis. Go there, and once again, inquire about Traal. Now you will be told
to go to Attiea. Go there and ask about T  raal, and you shall be told that he
went on to Dryleaf. Go there, and ask about him again, you will be told to ask
Arienne  Toogal.  Ask  her  about  him, also ask Ivan Helmhand (captain of the
Northern  Rangers-located  just  east of the Dryleaf's only inn) abo ut Traal.
You  won't  be  told  anything  conclusive, so go to Trade Town and ask people
there  about  him, then you shall be directed to his villa, just east of Trade
Town.   Go  there,  and  you will find Traal's journal in a house in the south
west  of  the  compound.  Upon examining it, you will find that he is immortal
now,  and  only  a  spider  can  kill  him. Get the spider dagger from the bed
nearby,  and proceed to the north of the building. There you shall find Traal.
Kill  him, and retrieve Slumms notes.  If you want you can turn in the Traal's
Journal  to  Ivan  Helmhand  in  Dryleaf for a lousy reward. Return to Anchor.
Return the items to Hooley in Anchor. Board the ship he gives you. Go to Garl.
Go  to the tower there, and you will encounter a mad scientist who will want a
brain  in  exchange  for  a Matrix Tablet he is holding. Make sure you get the
topic of bodies before your return to Anchor. Go back to Anchor, and visit the
Medical College. Ask the dean of the college (he is in the eastern building of
the college) about bodies. He will tell you that he obtains them from one Axel
Forkbeard.  Ask  around,  and  you will find out that he is hanging around the
"Daemon  Bell"  inn.  The "Daemon Bell" and "Black Spot" are both in the south
east of town near the docks there, with "Black Spot" being just slightly north
east  of the "Daemon Bell". Go there, and talk to Axel Forkbeard about bodies.
He  will  get  pissed off, and tell you off. Then he will send some heavies to
rough you up. After dealing with them, go to the "Black Spot" tavern, and take
the stairs down to the passage to the lighthouse. Take the passage, and in the
lighthouse  you will find Axel, and his cronies. Beat them, get the brain from
the  floor, and Axel's notes (which you can bring to the medical col  lege for
a lame reward). Return to Garl, give the brain to the mad doctor. He will give
you  the  tablet.  Go  to  the  temple (just south of the tower) and drop your
tablet  in  the centre of the top level again. The location of the next temple
(in  the  Border  P  eaks)  will be shown. PART VIII: THE THIRD TEMPLE This is
probably  the easiest temple. Go to the Border Peaks (a massive range covering
the  most of the south and Elsopea) and in them find a large lake, which has a
village  beside it (if you find Hope-the stronghold of the Hillcats -where you
can  pick up Shadwell for a valuable addition to your fighting force -then you
are  quite  close).  It is almost in the centre of the border peaks. Enter the
village. You will find its quite burned down, but in the east part, there is a
large,  black building. Enter it. Find your way to its centre, and talk to the
Kzzir  leader there. He will tell you that he needs an energy crystal from the
middle  level  of  the  temple. Go there, and after a few fights you should be
able  to  reach  the  crystal.  Return it to the Kzzir. He wi  ll give you the
Matrix  Tablet. Go to the third level, and use it in its centre (just like the
previous  two temples). The temple will become active, and the location of the
next  one  (on  the  island of Barchetta) will be revealed. Go to Dryleaf. Ask
about  B  archetta,  and take the ship to Mashan, the city on the island. PART
IX:  THE  FOURTH TEMPLE  The city of Mashan is ruled by pirates. Gather enough
rumours  to  get  the  topic of Rebel Pirates in your vocabulary. Now find the
leader  of the city, Friday the Sword (he should be in the middle of the town,
in the town keep) and ask him about Rebel Pirat  es (make sure you have Abdula
in  your vocabulary before you leave him) and about Skull Mountain (you should
have  this  topic  from  the  Translation  Notes).  He will tell you about the
Catacombs.  Ask  him  about  those, and in turn, he will tell you that the key
to the catacombs is with the jailor, Bruno of Mashan. Go to Bruno, and ask him
about  the Catacomb Key. He will give it to you, and since the entrance to the
catacombs  is  in the keep, return there and enter them. Make your way roughly
towards  the south e  astern corner of the catacombs. You should find the exit
to  the main part of Barchetta there. Explore Barchetta down the eastern coast
until  you  find  a  small  port.  Enter  it, for its the hideout of the Rebel
Pirates.  Fight  the  guy right in front of the ex  it (Gus the Helmsman), and
you  will  be  told  that Abdula sailed away, with the Matrix Tablet needed to
activate  the  Skull Temple/Mountain west of the port. Now, you must return to
Dryleaf.  Ask  around  Dryleaf about Abdula. You will be told to ask a scholar
.  Ask  any  scholar  in  any  town,  and  you  will be told that this sort of
information  can be obtained through a Daemon Oracle. You can buy those at any
major  store  for a hefty price. Use it. BUG WARNING: THE DAEMON ORACLE CAUSED
MY SYSTEM TO CRASH Thus, I ha  d to search blindly for Abdula. Go to Morgan, a
small  fishing  village, just south of Dryleaf. Go to the inn in that village.
In  the  backroom  of  the  inn, you will notice a person that looks like your
party.  Talk  to  that person (named Ulweyrn) about Abdula  . It will turn out
that  this person is in fact Abdula, and you will be attacked. After the fight
collect  the  Matrix  Tablet,  and  return to Mashan, go through the catacombs
again,  and install the tablet in the temple like you did before (third level,
middl  e-top  of  energy  column).  The  location  of  the last temple will be
revealed to be on the island of Soramuth. Return to Dryleaf. PART X: THE FIFTH
TEMPLE   Once  you  returned to Dryleaf, go to the local inn, and find the man
called  Harald Half Troll. Talk to him about Soramuth. Give him the Blower Ale
you  obtained from the "Dark Horse" brewery in Tormis. Board his ship, and you
will  be  attacked by a Leviatha  n on your way to Soramuth. After you wash up
on  shore,  follow  the western coast, until you come across a tower. Enter it
and  talk to the man inside it. Ask him about Skull Mountain. He will tell you
that  he  will  give you the tablet needed to activate it, if you accomplish a
series of tasks for him. He will tell you that the first task is to deactivate
the  Leviathan  (which of course is basically a submarine). The way to do this
is  to  shut  off the valves inside it, in a specific order.  To do that enter
the  underground  complex  beneath  the  tower. First of all, you will have to
retrieve  a  set  of  keys to access the Leviathan. They are in a room, in the
north  part,  marked "Gorak Halan". Next, proceed to the south eastern part of
the  complex  and  use  the  keys  on  the door, to get to the Leviathan. Once
inside,  go  to  the central console, and the screen should turn to display of
symbols  with  gauges  beside  them.  Clicking  on  a  symbol will disarm that
particular  part  of  the Leviathan. You're expec  ted to disarm the valves in
the  following  order:  Armory  Systems,  Energy,  Navigation, Propulsion, Air
Ballast,  Brain.  I  will try to draw in ASCII what those symbols looked like,
however,  yo can deduce it for yourself, for the same symbols are used by door
s to rooms that store certain items (example: the Armory symbol is used by the
door  to  a  room  full  of weapons). `Armory Systems: ` O <-its just a circle
`Energy  `  || | <-two bars, one thick, one thin `Navigation ` X <-almost like
"x"  with  a  flag on one end. `Propulsion `___ | | __|_| `Ballast ` | ` O <-a
circle  with  a  line above it ` `Brain ` F <-looks almost like letter F  Once
you  disarm  the Leviathan, return to the man in the tower. He will ask you to
close  off some air vents. This is done by finding the keys marked I, II, III,
IIII  and  using  them  to LOCK the doors with the matching markings. Once all
four  doors  are  lock  ed, return to the man for your final task, which is to
blow  up a d*ke. To do this, you must find several items in the compound below
tower:  a  wire  fuse,  a gunpowder, a cork, and a clay jar. All the items are
there,  although  they  are  a bit strewn about. U  se the gunpowder, fuse and
cork  to  create  a  bomb,  and use the bomb by the d*ke (which is next to the
Leviathan).  You  will  have  a  few  minutes to make it back up to the tower,
before  the bomb explodes! Hurry back to the man, to receive the Matrix Tablet
an  d a Jet Statue. Go to the temple (slightly north of the tower) and use the
tablet  in  the  manner  you used the previous ones. Now use the Jet Statue to
return  to  Dryleaf. You have activated the Matrix Configuration! PART XI: THE
SEARCH  FOR  ALATHON   Go to Trade Town, to the inn where Alathon was staying.
Ask  the  barkeep  about  him.  You will be told that he went to an inn in the
Campps,  called  "Master  of  Puppets"  and  that  you're  supposed to ask the
proprietor  about  a  keyword  Rabbits.  Go to the city of Slime (which is the
easternmost  city  right  below the great Wall) and find the said inn. Ask the
barkeep  of  Master of Puppets about Rabbits and he will tell you that Alathon
left  with  a  group of Njord Wolfraven's people to go to Rowche. Go to Rowche
(fir  st city west of Slime) and find the inn there, go in and Njord Wolfraven
will hand you a message from Alathon. Read the message, and go to Hajak (Hajak
is west of Rowche), and find the house of Svein McDoogal (its more less in the
centre of the town). Ta  lk to Svein about Njord Wolfraven. When you leave you
will be attacked by him. Slay him, and you will be attacked by Njord Wolfraven
(turns  out  he  tricked you to slay McDoogal for him-there is no way to avoid
it).  This is a tough fight, so prepare well b  efore you do it. Slay him, and
pick  up his notes and his magical axe, Groinsplitter (not a bad weapon). Read
his  notes.  Now  you  know  you  have  to  search out Edric in Eloran to find
Alathon.  Go  to  Eloran.  In Eloran, you will have to find the house of the f
amily  Torano, that's where Edric is. As you as you find him, he will teleport
away,  after telling you that Alathon is dead. Go around the house, and find a
bottle on a desk in the north-westernmost room, pick it up (it may be slightly
hidden,  so  just use the pick up option by that desk). Alathon will float out
of  the  bottle, and tell you he has been killed, and his spirit is trapped in
the  bottle.  Now  you  will be told how to shut off the Daemonsgate: you will
need  a  Lore  Master  that  is  willing to sacrif  ice himself (that would be
Alathon  in  the  bottle)  and  a  Daemonologist capable of summoning a Daemon
Prince.  You  will  also  be told to search out the sword of Karadith from the
Elsopean  city  of  Helladi.  Your  first order of business should be to get a
Daemo  nologist  to join your party.  You will told that a Daemonologist lives
in  Dryleaf.  Go  there,  and in the first row of houses (northernmost) in the
westernmost  house  lives one Nikolause Krippe. He will tell you that he shall
join  your  party if you bring him a book called Summoners Alma nac. This book
is in possession of a Daemonologist living in a tower just north of Tormis. Go
there,  and  the  book  is  lying  on  the  floor  there.  Pick  it up and the
Daemonologist  will  attack you. Slay him. Return to Dryleaf, give the book to
Nikolause,  and  get  him to join you. Now you must venture to Elsopea for the
final  time. PART XII: THE SWORD If you follow the western coast south towards
Elsopea,  you will come to the city of Helladi. Go in, and in the tower in the
centre  of  the  city  is the city's mayor. Talk to him about Karadith and his
sword. He will say that you will be allowed to recover it, under the condition
that  you  first  get  him  two  power  crystals,  from  the cities of Ast and
Doorkannen. Leave the city and follow the west coast south (Ast is on the west
coast of the eastern peninsula). Eventually, you will come to Ast. The crystal
is  in  the  city tower, in the centre of the town. Keep following the eastern
coast, and you will come to Doorkannen. The crystal is again, in the centre of
the  town. Return to Helladi with the crystals, and give them to the mayor. He
will  inform you that th e tomb of Kadarith is now open.  The tomb is slightly
east of the central city tower. Go in, and pick up all the energy crystals you
find  there.  Now  drop the two jet crystals on top of the statue of the black
hero, the amethyst crystals on top of the statue of the purple hero, rubies on
top  of red hero, emeralds on top of green and sapphires on top of blue (order
is  not  important).  Karadith will awaken, and challenge one of your party to
single hand to hand combat. Slay him, and you will be rewarded with two potent
weapons:  Spirit  Swor  d  and  Karadith's  Sword  (the only weapon capable of
slaying Alkat). Now you're ready to close the Daemonsgate. Go to Tan-Eldorith,
and  step through the Daemonsgate (which is on top of the central city tower).
PART  XIII: THE FINALE Once through the Daemonsgate, you will be in the Daemon
dimension.  Immediately use the Ornate Bottle (the bottle with Alathon in it).
This  will  trigger  an  explosion of the Daemonsgate. You will also receive a
Golden  Master  Key.  Now,  you  must  head  north east till you hit the giant
citadel  of Alkat. Enter it and use the G olden Master Key to unlock the door.
The  general  idea of the citadel is to go around, and find bosses which carry
Master  Keys  of  different  colours  to  open successive doors of the palace.
However, this last level is VERY BADLY DESIGNED!!!

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